This year’s Summer Update has just been released, with a long list of fixes, improvements and small additions. Here are some of the highlights: [/p]
[p]Support for Steam Timeline: When you record gameplay directly within the game using Steam’s Timeline feature, the game adds markers about notable events in the game. [/p]
[p]The new Rifle Scope will help some weapons in long-range battles. [/p]
[p]Power Distributor with 8 power outputs and sliders that can be used to control how much of the input power is distributed to each output. [/p]
[p]Scaling and rotation tools to the submarine editor. [/p]
[p]Pet improvements submitted by Uberpendragon. (Thank you!) [/p]
[p]A few new optimizations [/p]
[p]46 bugfixes, including this fun one: “Fixed ’fake fires’ you see when under psychosis sometimes turning into real fires in single player.” [/p]
[p]See the full list of changes below and be sure to update your game to the latest version to be able to host and join servers! We hope you enjoy the improvements in this update, and stay tuned for more content additions to come later.
We’re going to be around for a while longer to see that the update runs smoothly, and soon after we will log off for some summer holidays. We’ll be back in action in August and wish everyone a beautiful and relaxing summer!
v1.9.6.0
Changes and additions: - Added Power Distributor item. Includes 8 power outputs and sliders that can be used to control how much of the input power is distributed to each output. Can be used to, for example, build a circuit that redirects power from less vital systems to weapons or pumps in an emergency. - Added Rifle Scope. - Better Steam Timeline support: when recording gameplay using Steam, the game adds markers about notable events in the game. - Added scaling and rotation tools to the submarine editor. Enabled using buttons in the top-right corner of the editor. - Characters don't throw flares when also holding a ranged weapon (allows shooting with a flare in hand). - Improvements to pets (kudos to uberpendragon): improved ragdolls and animations, gave them head slots so they can wear hats, added damage modifiers to shells. - Mindwipe resets the extra talents gained via the assistant's Apprentice talent tree, preventing the use of Mindwipes as a way to make an assistant unlock the specialization trees of all classes. - Alien Blood is now less powerful, by curing less "Bloodloss" affliction and causing more psychosis. It is widely available and made saline and blood packs pretty redundant. It now also requires more medical skill. - Added option to filter by name and to change the sorting of the save files listed in the "load game" menu. - Made circuit boxes' external connections (the once that hook up to other items) use the same labels that have been set inside the circuit box. - Made the freecam console command a toggle: entering it again gives you back control of the character. - Added "loslightingfreecam" console command (convenient for testing, executes those 3 commands). - Upgraded to .NET 8. This should not cause any noticeable changes, aside from perhaps very minor performance improvements. Allows code mods to use C# 12 features.
Multiplayer: - Fixed sending rapid reports of leaks, fires, enemies etc easily causing the spam filter to kick players with no warning. - Added buttons for selecting or deselecting all mission types to the server lobby's mission type selection. - Fixed wall damage desyncing if you purchase wall repairs in an outpost, undock and then save and reload (the walls would appear repaired client-side, even though they're actually broken server-side). - Fixed the "nudge buttons" that appear next to the nav terminal's docking button not working in multiplayer. - Fixed oxygen and fuel tank explosions not appearing client-side in multiplayer, making it seem like you're taking burn damage out of nowhere when you happened to be near one an "infinite explosion loop" (described below in the fixes section). - Fixed players only getting a karma penalty for overheating the reactor if they stay at the reactor. - Fixed another networking issue that sometimes caused the biome and outpost selection dropdowns to break in the server lobby, causing the clients to constantly spam the server with requests to change the biome/outpost.
Optimization: - Optimized memory usage of text files. Now only the text files for the language you have currently selected are kept in memory. - Optimized the memory usage of submarine files. Previously the XML of all the enabled submarines was kept in memory, causing excessive memory usage when you have a ton of custom submarines installed.
Fixes: - Fixed oxygen tank shelves sometimes causing "infinite explosion loops", when tanks in the shelves exploded other tanks while the shelves were filling the tanks. - Fixed camera not following your character when ragdolled/unconscious. - Fixed "unsubscribe" option not showing up on the mod list on mods that have pending updates. - Fixed NPCs spawned by events sometimes spawning inside jail cells in outposts. - Fixed clowns never turning psychotic in the clown escort missions (there should be a small chance of that happening as the mission progresses). - Fixed talent progress not being mentioned in the tooltip on "extra talents" (talents unlocked from outside the tree). - Fixed salt bulbs exploding immediately in water (as opposed to having a small delay like other water-reactant items). - Fixed hair and other attachment sprites still being misaligned in some UIs (character creation menu and outpost medic UI) if their origin doesn't match the head's origin. - Fixes to several outpost and ruin generation issues: - Pre-built "fallback outposts" sometimes spawning instead of a proper outpost, and sometimes even instead of a ruin. - PvP outposts still sometimes generating outside the PvP mode (particularly when using mods with new location/outpost types). - Fixed some consumables (e.g. energy drinks, beer, protein bars) getting consumed immediately if you hit E while drinking/eating. - Fixed lights rendering upside-down on planters that have been flipped horizontally. - Fixed inability to sit while using a surveillance center. - Fixed option to give an item to another character showing up when you drag a large item (an item that won't go in the inventory slots) over someone, even though these items can't be given by dragging and dropping. - Fixed ability to give characters multi-line names, which would break some UI elements. - Fixed spawncharacter console command spawning monsters in the player team if the team argument is not given. - Fixed R-29's bottom wall not leaking. Might've affected other submarines as well: there was a bug in the logic that prevents overlapping walls leaking faster than individual walls, which caused the game to sometimes interpret large gaps next to the wall as "overlapping walls". - Fixed fabricator no longer communicating in any way when an item can't be fabricated because it requires a recipe. - Fixed inability to focus on unconscious characters by clicking on the crew list. - Fixed parts of the Jove sculptures found in ruins being misaligned in mirrored levels (= when travelling through the level backwards). - Fixed the Multi-tool not functioning as a screwdriver for event checks. - Fixed "fake fires" you see when under psychosis sometimes turning into real fires in single player. - Fixed PvP mode weapon crates showing up in the sub editor. - Fixed undoing the removal of an item from a container sometimes causing a crash in the sub editor. - Fixed hulls extending below the floor in Kastrull's drone and the lowest deck, preventing them from draining fully. - Fixed endworm's jaws sometimes doing AOE damage to characters after the endworm has died. - Fixed rotated structures not appearing rotated on the sonar. - Fixed talent refund points getting lost on save and reload. - Fixed multi-part subs (subs consisting of multiple docked subs with other subs ducked to them) getting flipped incorrectly in PvP mode. - Fixed "teleportsub endoutpost" crashing the game when a level is not loaded (e.g. in the sub editor's test mode). - Fixed selected outpost module sometimes not loading in the sub editor's test mode, and a random outpost generating instead. - Fixed pre-built "fallback outposts" failing to load in the sub editor (generating a full outpost instead). - Fixed ability to put items in locked containers (e.g. running deconstructors) by hitting the drop key. - Fixed wearing "mother's providence" and "mother's countenance" (special clown suits worn by the Jestmasters) not unlocking the "Praise the Honkmother" achievement. - Fixed "secondary explosion" 2 seconds after a gravity shell has exploded and disappeared. - Yet another fix to contained items rendering incorrectly on flipped items: affected contained items that are set to draw at an angle of 90 degrees relative to the container (e.g. fuel rod in a rapid fissile accelerator), causing them to draw backwards. - Hid PvP weapon crates in the sub editor (because these require the PvP event and do nothing by themselves when placed in the editor). - Fixed inability to make motion sensors react to non-humans that are in the "human" group (e.g. some custom android type of character) - they were not considered either humans, pets or monsters. Now characters in the human group are treated as humans, except if they're pets (in that case the sensor only triggers if set to trigger on pets). - Fixed "firing blanks" traitor event requiring you to replace standard coilgun ammo boxes with fake ones, instead of accepting any type of coilgun ammo. - Fixed PvP variants of underwater scooters sometimes spawning in cabinets in the campaign.
Modding: - Better support for configuring custom location types and configuring where they appear. Examples in the locationTypes.xml file. - You can spawn a fixed number of a location type on the map (e.g. to have unique named locations). - More control where specific location types spawn (e.g. near the beginning of a biome). - Location types can be configured to "inherit" things such as event or outpost modules from another location type. - Escort mission fixes and improvements: - Fixed ""terroristAnnounceDialogTag" being completely ignored, making the terrorists always say the default separatist lines regardless of what's configured in XML. - Added support for spawning multiple items for the terrorist, or optionally choosing random ones using a "ChooseRandom" element. Previously only one random item was chosen. - Added some documentation for the mission type. - Added support for making an item variant clear all elements of a certain type from the XML. Done by adding the element to the item variant, and then defining the elements to clear as it's child elements (e.g. would clear all fabrication recipes). - Support for streaming any audio clip instead of loading them into memory (previously streaming was only supported for background music). Enabled by adding stream="true" to the sound element. Recommended for longer audio clips (such as music tracks played by items). Please note though that streaming audio comes with some CPU and IO overhead, so it's not recommended to blindly enable it on everything. - Fixed specific kinds of looping sounds sometimes not playing in multiplayer (specifically, long sounds that are triggered right at the start of the round by a status effect, but not in the player's hearing range, e.g. rave music in Dynamic Europa's pirate outposts). - Fixed NPCs made to hold an item using NPCOperateItemAction repeatedly equipping and unequipping it. - Fixed delayed effects executing at the position where the entity was when the effect was triggered, not where the entity is when the delay passes. - Fixed salvage missions causing a crash and the "interact" target type not working if the target item has no physics body. - Fixed performance issue caused by element when using an invalid item identifier. - Fixed colored text not working in the options in conversation prompts. - Added CameraAimOffset property to Holdable component. Allows modifying how far the camera can be offset when aiming, making it possible to implement e.g. scopes. - Added AbandonOnReset property to CombatAction and NPCWaitAction. - Fixed some issues with PvP outpost selection that made it difficult to implement custom maps: - If a mission was set to use a PvP outpost with some custom tag, the game might still not use it, because it chose the PvP level generation parameters, which would enforce an outpost with the vanilla "PvPOutpost" tag. Now the game tries to choose an outpost with the specified tag regardless of the level generation parameters. - When "random" was selected on the outpost dropdown, the game would choose any random outpost without taking the selected mission into account. - Fixed sounds configured to loop while an item is worn not stopping when the item is unequipped. Did not affect any vanilla items. - Option to force a specific type of location as the campaign's start location by adding ForceAsStartOutpost="true" to the location type config. Ignored when the tutorial is enabled. - Option to disallow attaching items over specific kinds of other items (e.g. DisallowAttachingOverTags="container,wallattachment"). - Fixed inability to make motion sensors react to non-humans that are in the "human" group (e.g. some custom android type of character) - they were not considered either humans, pets or monsters. Now characters in the human group are treated as humans, except if they're pets (in that case the sensor only triggers if set to trigger on pets). - Fixed OnInserted status effects triggering when loading a submarine/container which already contains items. Now the effects only trigger when the item is placed in the container. - Fixed ability to equip/unequip noninteractable items using the "quick use" button above the slot. Only affects modded content (non-interactable items that are forced into a player inventory). - Fixed Items' HasBeenInstantiatedOnce property not being saved, making it basically unusable. - Fabrication recipes can be unlocked using StatusEffects (e.g. unlockrecipe="autoinjectorheadset"). - Fixed SpawnRotationType.This not doing anything if the item executing the effect doesn't have a physics body, or if it's attached to a wall (which makes the item "temporarily" not have a body). - Hidden missions (ShowInMenus="false") don't show up on the campaign map nor the mission selection panel. In the vanilla game, all hidden mission were triggered when the round starts so they wouldn't be visible there anyway, but that may not be the case with modded missions. - Added CauseOfDeathType property to Character. Not used by the vanilla game, but can be used by mods to check the cause of death of the character using conditionals (e.g. if some OnDeath effects should or should not be triggered by certain causes of death). - Support for animated affliction overlays (works the same as the animated HUD overlays on items such as the surveillance cameras). - More options for configuring how Holdable items can be attached to the sub: AttachesToFloor (when enabled, the item can only be attached to a position where it touches the floor), AllowAttachInsideDoors (enabled by default), DisallowAttachingOverTags (tags of items the item cannot attach over). [/p]
Home and Harbor Expansion coming next year
[p][/p][p][/p][p]Hello everyone![/p][p][/p][p]It’s time to officially announce that Barotrauma is getting a major expansion: the Home and Harbor DLC is planned for release next year, with brand new gameplay, mechanics, and story.[/p][p][/p][p]The upcoming expansion consists of two main parts: Base building and a new faction. Both tie in seamlessly with the basegame campaign, unlocking new ways to enjoy Barotrauma.[/p][p][/p]
Base building
[p]The Home and Harbor expansion brings a whole new dimension to the game: You will be able to gain ownership of your very own outpost. You can then upgrade, expand, customize, manage and defend your base in many different ways, and gain perks that help you along your campaign. [/p]
New faction: the Descendants
[p]In addition to the player outpost gameplay, Home and Harbor introduces an entirely new faction. The Descendants are a mysterious, high-tech faction that trace their origins to the early days of human habitation on Europa. Their storyline will shine a new light on the moon’s secrets, as well as present you with a lot of new challenges and rewards.[/p][p][/p]
Accompanied by a free update
[p]Home and Harbor will be released alongside a sizable free game update, which all Barotrauma players get to enjoy! This update ties the DLC features in with the main game content, and brings new life to the icy ocean for everyone. [/p]
Coming next year, wishlist now
[p]The Home and Harbor expansion will arrive in 2026, and you can already wishlist it now:[/p][p][/p][p]Barotrauma Home and Harbor DLC[/p][p][/p][p]We hope you’re as excited about the upcoming release as we are! Let us know what you think in the comments.[/p][p] [/p]
Hotfix v.1.8.8.1 for the Calm Before the Storm update
Hello everyone!
We have just released a hotfix to address a number of issues with the Calm Before the Storm update. Find the list of changes below, and remember to update your game to the latest version to receive the fixes!
v1.8.8.1
- Fixed client list often appearing empty in the server lobby when joining mid-round while a campaign was active. - Fixed job variant selection panel rendering below the job selection panel, often making it unusable. - Fixed job variant selection only working in the server lobby, not in the tab menu mid-round. - Fixed inability to preview loadouts if there's only one variant of a job available (e.g. assistants). - Fixed fires no longer spreading from room to room. - Fixed a pathfinding issue that sometimes caused both to get stuck running back and forth towards the target they're trying to reach (one common place where this occurred was Barsuk's engine room). - Fixed non-hitscan projectiles such as harpoons launching with an incorrect rotation when fired to the left. - Fixed Herja not having any assistant or non-job-specific spawnpoints, causing assistants and custom classes to spawn at other classes' spawnpoints, potentially giving them ID card tags they shouldn't have. - Autoinjectors no longer inject meds on dead characters (even though they are technically below the health threshold at which the autoinjection should trigger). - Fixed team argument not working on the "spawncharacter" console command when spawning non-humans. - Fixed some edge chunk objects in hydrothermal wastes and the great sea spawning in front of the level walls. - Fixed missing gap in one of the new crew modules, which prevented water and oxygen from flowing through the module properly.
Modding: - Fixed transferring afflictions to a newly spawned character using status effects causing a crash if the original character had already been removed. Didn't affect any vanilla content.
Try Barotrauma for free this weekend!
Hello everyone!
As a follow-up to last weeks' Calm Before the Storm update, we're having our first play-for-free event since version 1.0 – starting now and until next Monday, you can dive right into Europa's dangers for free!
If you like what you see this weekend and would like to continue your submarine journey even after the event ends, you can get Barotrauma for 50% off until 26 April. For the lore-hungry new players, don't forget to check out the stories inside the "Barotrauma Supporter Pack", which is also discounted for the same duration.
We look forward to seeing new sailors in great numbers and wish you the best of luck. Welcome to Europa!
Hotfix v1.8.7.0 for the Calm Before the Storm update
Hello everyone!
We have just released a hotfix to address issues with the Calm Before the Storm update. Find the changelist below, and remember to update your game to the latest version to receive the fixes!
v1.8.7.0
- Fixed an AI bug that made bots scared of water, making them seek safety from flooded rooms even when they were wearing diving suits. - Fixed non-hitscan projectiles registering hits with characters that are behind the weapon, even if the barrel is in front of the character. - Fixed submarine maintaining an incorrect position (= starting to steer somewhere completely off) when you enable "maintain position" and then enter a new level. - Fixed autopilot failing to navigate to a destination if it's already on at the start of the round. - Fixed dedicated server descriptions still sometimes getting truncated. - Fixed lights shining out from items inside character inventories. - Fixed inability to access the inventories of other players when they're manually ragdolling. - Fixed "firing blanks" traitor event requiring you to replace standard coilgun ammo boxes with fake ones, instead of accepting any type of coilgun ammo. - Fixed switches flipping around when you attach them while facing left. - Fixed grenade "cooking" hint not showing the correct keybinding (just saying [usekey] instead of the actual keybinding). - Fixed main menu notifications (changelog, unstable info) staying open if you don't manually close them and e.g. start a new game or go to the sub editor. - Fixed normal outpost events triggering in outpost that have been abandoned because of Jovian Radiation.
Out now: Calm Before the Storm update
Hello everyone!
The Calm Before the Storm update has just been released. It includes the new Reserve bench feature, improvements to Jovian radiation, new and improved abandoned outpost modules, new loading screens, level backgrounds and background creatures, plus a long list of bugfixes, optimizations and bot AI improvements.
You can read more about the update in our previous post and check out the full list of changes below.
Make sure to update your game to the latest version in order to join and host servers, and enjoy the Calm Before the Storm!
v1.8.6.2
Changes and additions: - Added PvP versions of outpost levels for all biomes. Previously the outpost deathmatch rounds always used cold caverns levels despite the biome setting (which doesn't make much difference in the vanilla game since you don't usually go outside, but can be more relevant in custom outpost deathmatch missions). - New alien ruin "outpost" for the outpost deathmatch mode. - Reworked the loading screens with new handmade art. - Visual improvements to cold caverns and great sea. - Reworked the decorative "background fish" that wander around in the levels. - One small endgame lore related outpost event. - Renamed and recategorized a bunch of structures to make them easier to find in the sub editor. - Reworked abandoned outpost modules, added 14 new modules. Kudos to NotWendy! - Reduced the health of outpost security. - Outpost security can spawn more batteries and ammo for themselves (making them better at defending themselves, compensating for the reduced health). - Reorganized abandoned outpost mission types in the server lobby screen (separate types for assassination, destroy monsters, rescue and destroy outpost missions). - Increased outpost wall health and made the junction boxes in outposts more resistant to overvoltage. - Improvements to fabricator UI to make it dump less information on the player (especially new players): more options for sorting the items, option to only show the items you can currently fabricate. - The console commands heal, teleportcharacter and godmode accept “/crew” and “/me” as arguments (making the command apply to either the whole crew or your current character). - Added “killall” console command: kills every character in the level (players, NPCs, monsters). - Added “spawnnpc” command: spawns a pre-configured NPC from a prefab. - Added some sounds and particle effects to drinkable/edible items.
Reserve bench - Added “reserve bench” feature to multiplayer campaign: bots can be hired to a “reserve bench” instead of active duty, which means they won’t spawn until a player chooses to take them over after dying in the permadeath mode, or until they’re moved to active duty in the HR manager interface in an outpost. - Allows hiring bots as “backup characters” for the permadeath mode, without having to have the bots as active characters in the crew. - Also usable when permadeath is not enabled: allows you to for example hire a high-level character you happen to come across for future use.
Alien ruins: - New alien ruin modules ("husk maze", "toxins maze", "hazard maze"). - New "Lost in Ruins" ruin mission. - Artifacts always spawn in artifact holders in ruins, even if you don't have an artifact mission active. - Fixed doors that allow fractal guardians to pass through in ruins sometimes getting stuck. - Fixed ruins sometimes spawning partially inside level walls.
Submarines: - Reworked the Remora and updated the description to match. The layout should now be less confusing, and the auxiliary engine works with batteries. Added a brig and dedicated gunnery compartment. The drone is also reworked and has tougher shells. - Minor visual touch-ups to the Kastrull and the Winterhalter. - Kastrull glass windows at the navigation terminal have increased health. - Option to disable wall collisions in the sub editor. - Increased the output of the Typhon's oxygen generator to fix prisoners suffocating in the brig.
Radiation changes: - Improvements to Jovian radiation: the intensity of the radiation increases when you're deeper in the radiation zone, and eventually becomes too intense to counter with Hazmat suits or PUCS. - Jovian radiation buffs certain monsters instead of killing them. - Fixed radiation sickness causing burns at a rate relative to the number of limbs a character has (making characters with lots of limbs take more damage). - Radiation sickness does less damage at low levels and can wear off a bit faster.
Fixes: - Fixed particles jittering when the submarine moves. - Fixes to columns being misaligned and some columns being too narrow on the tab menu's crew list and round summary. - Fixed ammo boxes (coilgun, chaingun, pulse laser) still firing one more round after appearing empty. - Fixed grabbing another character causing the inventories to overlap on certain resolutions and higher inventory scale settings. - Fixed long server descriptions getting cut off on the server list on dedicated servers. - Fixed "light tower" item emitting light from the center instead of the top of the sprite. - Fixed perks affecting the enemy sub in "Enemy submarine" missions in mission mode. - Fixed genes that give you buffs when you receive damage getting triggered by the organ damage you get when you remove the genes. - Fixed "dying" due to a disconnect giving you the permadeath achievement when permadeath is enabled (despite the death not counting as a "real" permanent death). - Fixed items held by monsters that are currently inactive appearing at level origin (most often, the weapons held by fractal guardians). - Fixed deconstruction output not getting automatically moved from the outpost to the main sub the next round if a bot deconstructs something in the outpost, and the item has to be dropped on the floor because there's no more space in the deconstructor's output slots. - Fixed afflictions' periodic effects (for example, vomiting triggered by nausea) often appearing with some delay client-side. - Fixed disabling boss health bars also disabling mission progress bars. - Fixed "path unlock" NPCs sometimes spawning in jail cells. - Fixed merchants sometimes selling an item they're requesting for less than what they're willing to pay for it. - Fixed mission state resetting when you save and quit at a friendly outpost. This meant that you could e.g. kill and loot a target you're meant to assassinate, save and quit, and then kill and loot them again. - Fixed inability to unlock the path to the next biome with reputation if your reputation goes over the threshold during the round (= you needed to already be above the threshold at the start of the round). - Fixed a rare crash on startup due to an exception in TextManager.TrimSpeciallyHandledCategoriesCache. - Fixed detonators blowing up even if you remove the explosive before the timer runs out. - Fixed research station not having a broken version of the sprite. - Fixed events disappearing from the outpost if you complete a clown or husk cult event and save and reload. - Fixed artifact missions potentially targeting an artifact inside the sub, instead of spawning the artifact in an abyss cave, beacon station or the abyss like they’re supposed to. - Fixed locking an item UI and starting a new round sometimes causing it to overlap with other UIs. - Fixed assistant talent "Tasty Target" affliction not having an icon. - Fixed afflictions from talents not having a tooltip describing the actual benefit / effect on the affliction. - "Beat Cop" talent now also affects "Zapped", making it work with Stun Baton / Stun Dart items. - Fixed inability to play with husked storage containers. - Fixed opening the command menu in the sub editor's test mode and then switching back to the editor preventing interactions with inventories. - Fixed sub editor crashing when you delete a wire that's in a circuit box by some other way than the circuit box UI (e.g. by selecting and deleting all wires), and then attempt to save a sub. - Fixed outpost modules (most often, mine modules) sometimes overlapping with the sub when docked to the outpost. - Fixed skills getting clamped below the maximum if they've been set above the max with e.g. console commands or modded content. - Fixed thalamus organs/devices rendering in front of most dropped items. - Fixed hitscan projectiles not damaging walls outside your own sub when the gun is fired from inside the sub. - Fixed boarding pods going through indestructible or very tough walls. - Fixed characters not taking fall damage when they land on a hatch. - Fixed outposts sometimes having really short hallways between modules. Happened when the modules needed to be moved away from each other just a bit to prevent overlaps between modules: now when they need to be moved, the hallway is forced to be at least 2 meters long. - Fixed inconsistent draw order between non-damaged and damaged walls (doing damage on a wall sometimes caused the draw order of the walls to change). - Fixed decorative sprites rotating incorrectly on held items (e.g. the fans on artifact transport case drawing at an incorrect position). - Fixed items inside items having the “stolen” icon when the team of a character changes to the player team mid-round (e.g. when you hire one of the special faction NPCs).
Optimization: - Fixed acid clouds spawned by watchers causing a significant performance hit. - Optimization to situations where the game attempts to loop the same sound multiple times at the same time. Commonly happened when near a large number of hydrothermal vents and lava vents at the bottom of the sea. - Optimization to situations where the game tries to spawn a very large number of particles at the same time. Commonly happened when near a large number of hydrothermal vents and lava vents at the bottom of the sea. - Optimizations to reduce save file sizes (which matters in MP because the save files are frequently sent to clients). - Fixed an issue that occasionally caused performance drops in the outpost deathmatch mode. - Fixed guardian repair bots causing significant performance hits especially when there's several of them repairing at the same time.
Multiplayer: - Fixed a syncing issue that made very short (<1s) stuns almost always cause some desync and rubberbanding. - Fixed a syncing issue that caused inaccuracies in the rotation of the character's collider, often leading to rubberbanding when swimming (since the rotation of the collider affects swimming speed: characters swim faster when they're facing the movement direction). - Fixed "error while reading a message from server" when moving a docking port's connection panel in multiplayer. - Players (excluding the host) can return to the lobby without ending the round for everyone. Added an "AFK" checkbox in case a player wants to stay in the lobby when a new round starts. - Fixed dialog prompts from certain events sometimes triggering when the players are still loading into the round, causing the players to miss the prompt and making them unable to continue the event. Happened for example with some of the events that allow you to hire a special faction NPC. - Fixed duplicating items by allowing a disconnected player to despawn, taking their items from the duffel bag, and then having that player rejoin and respawn with the same items. - Fixed players being unable to fabricate items unlocked with bots' talents. - Fixed errors and disconnects if a new campaign round starts while you're still loading into the previous one. - Fixed Camaraderie talent icon starting to flicker in multiplayer after a crewmember has died. - Added a customizable permission preset file (Data/permissionpresets_player.xml) which can be edited without game updates overwriting it. - Fixed hostage missions displaying as completed even if the hostages have been killed. - Fixed radio channel presets not persisting between rounds in multiplayer. - Fixed bot disappearing from the crew if you take control of it with SetClientCharacter, then switch back to your original character, and save and quit. - Fixed spectators only hearing characters when the camera is within speaking distance (should be based on the radio range if the character is speaking through radio). - Fixed respawn shuttle dropdown not displaying the name of the selected shuttle (just said "shuttle"). - Fixed paths between biomes unlocked during the round showing up as locked to midround-joining clients. - Fixed several issues with conversations that target a specific player: e.g. in the "husk cultist" event it was possible for other players to deliver the eggs the cultist was requesting from a specific player.
AI: - Fixed a handful of bugs that occasionally caused bots to get stuck on ladders. - Fixed bots sometimes saying "can't reach [name]" (with the variable not getting replaced by the actual name) when they can't get to a target they're trying to give medical assistance to. - Fixed bots disguised as husks not targeting husks with turrets. - Fixed many NPCs ignoring threats, because they were set to wait with 100 priority. Exposed the objective priority for NPCWaitAction and NPCFollowAction. - Fixed bots with the operate item objective always reacting to fires (and enemies), regardless of the size of the fire and their objective priority. - Fixed fires close enough to damage not always being considered threats. - Fixed the find safety objective triggering from enemies/fires, even when ordered to follow. - Fixed and changed how the bots behave in combat while following/holding position. Now they should stick to the follow/hold position more obediently, yet still should be able to fight back. - Fixes and changes to how bots react to enemies attacking other bots. Made the security officers be less reactive to hostiles when they have an active order (e.g. operate the turrets). - Fixed bots attacking handcuffed enemies. - Fixed outpost security officers reacting if bots take diving gear or fire extinguishers in emergency situations (they shouldn't steal items otherwise). - Fixed bots not being able to steal oxygen tanks for existing diving gear in emergency situations. - Fixed bots seemingly ignoring oxygen tanks inside diving gear in containers (also affected other items). - Bots now drop all stolen items when being inspected, instead of getting arrested because of them. - Fixed outpost security officers doing inspections in unsafe rooms, such as when they are flooded.
Modding: - The "decorative background creatures" can be edited in the level editor. - Fixed event sets with SelectAlways set to true getting selected despite their commonness being zero. - Fixed level wall damage done by Attacks ignoring damage multipliers. - Show a warning when enabling a mod that requires some other Workshop mods that aren't currently enabled. - The “RequiredDeconstructor” attribute now defaults to “deconstructor” on all items when not defined. This means that vanilla items are now only deconstructible in items with the identifier or tag “deconstructor”, which makes it a lot easier to create custom deconstructors that can only deconstruct some custom items (just leave out the “deconstructor” tag and use something else instead). - Fixed turret barrels getting hidden when the static part of the turret goes off-screen if the turret only has the "rail sprite", but not the barrel part that moves back and forth when firing. - Note for modders: the issue with ammo boxes spawning one extra round happened because the boxes executed an OnUse effect to spawn an item in the box, and then reduced the condition, which meant that on the last shot that took the condition to 0 they would still spawn a projectile in the box. If your mod uses a similar approach, please check the vanilla ammo boxes for an example on how we handle the spawning now. - Added a LightOffset property to LightComponents (can be used to make the item emit light from somewhere else than the center). - Made "residual waste" and "mass production" talents a bit more modder-friendly. The former had a chance of duplicating deconstruction output and the latter a chance of not consuming some of the fabrication ingredients. It was hard to exclude items from those talents though: addressed that by making them ignore items with the tags "disallowduplicatedeconstructoutput" and "disallowremovefabricationingredient" respectively. - Implemented armor penetration for status effects. Configured with the property "penetration" (1 = completely ignores armor). - Option to hide an item from the fabricator if you don't have the recipe for it by adding the attribute HideIfNoRecipe="true". - Fixed overriding a character variant that replaces the base character's texture (such as crawler hatchling) causing it to use the base character's texture instead. - Fixed animation triggers breaking animations if a modded character uses animations defined in a custom folder (as opposed to the default Animations folder). - Added StoreBuyPriceModifier to locations. - Fixed fabrication recipes where the only difference is that one uses an identifier and the other a tag getting assigned the same hash, preventing the item from loading. - Fixed statuseffect's "forcesay" making the message appear twice client-side in multiplayer. - Fixed inability to give stats (via items/talents) to non-human characters. - Changes to how the game differentiates between a "tags" argument in StatusEffects meaning either tags of the status effect, or setting the Tags property of the target. Previously the game tried to basically guess it, and sometimes got it wrong. Now the tags of the effect should be defined using the attribute "StatusEffectTags" and setting tags of the target should be done with "SetTags". The old "tags" argument is still handled the same way as before for backwards compatibility. - Added a "ConvulseAmount" setting to affliction effects. Makes the character shake/convulse similarly to late-stage husk infections. - Fixed StatusEffect's TransferAfflictions setting (which transfers afflictions to a new character spawned by the effect) transferring everything to the main limb. - Fixed StatusEffects targeting Contained being unable to access the ItemComponents of the contained items (they could only affect the properties of the Item instances). - Support for configuring monster-specific music tracks. Configured with the attributes “MusicType”, “MusicCommonness” and “MusicRangeMultiplier” in the character xml. - Support for forcing a music clip to play for a minimum duration of time, even if the situation changes to make it no longer suitable. Configured with the attribute “MinimumPlayDuration” in the sound xml. - Fixed husk appendage failing to attach correctly if another joint than the first one attaches to the character's normal limbs. - Fixed stores not updating in the current or adjacent locations when you enable a mod that modifies store items. - Fixed job-specific spawnpoints not working in the outpost deathmatch mode (doesn't affect the vanilla game). - Made the "dumpeventtexts" command (which collects texts from events, moves them to a text file and replaces the texts in the event with the appropriate tags) more usable for modding: instead of going through all event files and attempting to modify vanilla content, it now takes in arguments that lets you specify which files or folders you want it to process. - Improved crosshair accuracy by compensating for the barrel offset. Not very noticeable with vanilla weapons, but can be useful for mods that have weapons with a significant barrel offset. - Fixed skill modifiers in Wearables not working if the item is worn in multiple slots. - Fixed submarine upgrade categories being hidden if the category only contains items that can be swapped, but no “normal” upgrades that affect existing installations.
Coming next week: Calm Before the Storm update
Hello everyone!
The Calm Before the Storm update is coming next week, so let’s have one last glance at what’s gathering on the horizon.
Reserve Bench: Hire bots into reserve, to be called into active duty later. Bots can be called into active duty at the HR manager, or when you lose a character in Permadeath mode.
Visual improvements: Keep your eyes peeled for new loading screen images, level backgrounds in the Cold Caverns and the Great Sea, and new background creatures swimming in the distance.
Jovian radiation improvements: The intensity of the radiation will ramp up quicker the deeper you are in a radiation zone, and will eventually become too strong to withstand even in a hazmat or PUCS suit. Some monsters will also get stronger when irradiated, adding to the danger.
Improved abandoned outpost modules, and 14 entirely new modules contributed by NotWendy.
Three new alien ruin modules, a new ruin mission, and fixes to alien ruins.
A new alien ruins themed outpost for the Outpost Deathmatch mode.
Minor rework of the Remora sub, plus fixes to the Kastrull, Winterhalter and Typhon subs.
Various optimizations, and fixes to multiplayer syncing issues to reduce the amount of rubberbanding in combat.
A long list of bugfixes and improvements to bot AI.
An even longer list of general bugfixes and QOL changes.
Read more about the update now on our blog, and get ready for the release next week!
Test the spring update now in the Unstable beta
Hello everyone!
Now that spring is slowly thawing the land (and the bones of our dev team), it’s soon time for Barotrauma’s first update of the year. The update is currently being tested by our team, and you can also start test driving it now and give us feedback before it’s released!
There’s an important new feature coming in this update which we would be happy to hear your thoughts on: The ‘Reserve bench’ feature allows you to hire bots as ‘backup’ crew members, who only spawn when needed, for example after a player death in the permadeath mode. You can also use the reserve bench outside of permadeath, for example to keep a skilled engineer handy, just in case your current one meets an untimely end.
There are also other content additions coming – more about these a little later! In the fixes and improvements department, here are some of our favorites:
Fixes to syncing issues in multiplayer combat, greatly reducing the amount of desync and rubberbanding.
A long list of improvements and bugfixes to bot AI. Addressing issues with ladders, stealing, being set on fire, targeting and more!
Various optimizations
You can already test all of the upcoming changes in our Unstable beta version, which you can access through your steam client. Simply right-click on Barotrauma in your Steam library, select “properties” and from the dropdown menu in the Betas section, select the “unstable - Public unstable version” and run the game. For more testing information, check out this forum post.
Get a deeper sneak peek into the update on our blog, take a look for yourself in the Unstable beta, and stay tuned for the release in a few weeks!
Welcome to Europa, 2025
Hello everyone!
As we set sail into 2025, we wanted to give you some early insights into our plans for the year ahead. Our work on Barotrauma continues, but we are going to shift gears and move towards less new content, and more changes that help to polish and improve the game.
This spring, we will be releasing a content update made up of various features and changes that had to be left out of earlier updates for one reason or another. You can look forward to a submarine rework, new events and missions, an additional PvP outpost, and more. We’ll preview this update properly a little closer to its release.
Following the spring update, we have no major content additions planned for some time to come. Instead, the later updates of this year will introduce fixes, improvements and small changes – and possibly some content additions as well, when our schedule allows it.
This isn’t the last you’ll hear of new content in Barotrauma, though. We still have plans and will tell you more about them a little later! For now, stay tuned for the spring update in March, and check out our blog for some more greetings from our team.
Happy 2025!
Daedalic Publisher Sale 2025
Greetings everyone!
Our publisher Daedalic is currently having their publisher sale, with discounts of up to 90% on their whole catalogue. Barotrauma also has a sizeable discount of 50% off, so time to dive in!
The publisher sale is also the perfect time to find new games to try. Check out the newly released 4X strategy game YIELD! Fall of Rome, the cozy Into the Emberlands which just reached its 1.0 version, or the co-op game Wild Woods that just got its first big content update.
Take a look at all of Daedalic's discounts and games below, and have fun!